Use the S shoulders with ATM 12s. ATMs + Jump Jets = match made in heaven. The only disadvantage is that you have very few places to store your ammo, but since you can now fire from positions outside of retaliation your armor goes a lot further.
I've been playing around with lots of very similar builds, and think I've perfected it (at least, for my play style). 4 ERML's in the arms, 2 ATM 9's, and a heavy large laser in the torso. For the first couple days, I couldn't figure out why my timber wolf's side torsos were getting blown off constantly and within just seconds of combat. Then it hit me that its huge missile racks count as the side torsos (pretty obvious on hindsight) and so they made really easy targets. So I downgraded my ATM 9's to 6's, which makes the racks less than half the size. The slots and tonnage that freed up (smaller launchers and less ammo needed) let me mount the heavy laser which is a great weapon for finishing off cored 'mechs. Since that change, I've gone from averaging 200-500 damage per game to 500-800.
I'm a founder and back when the game started you could knock over lighter class mechs. A tactic then was to 'step' on light mechs. An Atlas kicking a Commando would send it flying like superman onto it's face. They removed it because it nerfed light mechs and brawlers too much
You might like mine. 4x heavy mediums, 2x ATM-12s and 2 lmgs. It's pretty nasty if you keep stuff out of your minimum range which is easy enough. I try to keep my fights at around 180 meters.
This is my Timby build but with two light machine guns instead of the mplse in the torso. It's always served me well. Love how it has the old school classic symmetry!
My current favorite timberwolf build is 4xMPL, 3xSRM6A and 3xMG - since its brawl, you`ll be mostly in the face of enemies so i rather go with more crit potential with regular MGs than HMGs
Like it! Seems like a very balanced build. I'd never used my sale Timber until they did this event, but I finished in 2 matched...(technically 1.2 ;P )...crazy. Went with something...sorta similar. 2xATM 12s with...ahem...LOTS of ammo, and some backup ER Smalls (tried with heavy smalls and small micro pulse too, but liked the tradeoff of a little more range with the ERs) Definitely all about the ATMs in that type of build, but first match in an unskilled mech pulled about 800, so it's crazy what ATMs can do with good positioning and support (and minimal enemy AMS). =P But, I like the versatility of your build with the medpulse. Whereas I was using the ATMs as THE weapon in my build, you're always relevant...always dangerous. And I love my 5 x medpulse Cicada 2B, so your build is like one of those strapped with ATMs - and lower arm actuators. =D I just figured as long as I had something to cover the min range gap, 120m was still fairly easy to maintain in most situations, and I wanted more ammo to feel more free to fire beyond optimal 3-damage range. But...I'll have to give this a try. Thanks for the matches!
I actually ran a variation of this one that you inspired for the Timber Wolf S. ATMs, HML and slight hopping capability for maneuverability. Works really well for my poor skill set.
Funny! I just made a similar build last week. One difference: I traded the Med pulse for ERMed so I could have jump jets. I like to pop-tart with ATMs.
Been using similar build on another timber variant, it has one missile slot and more energy so I have 1 ATM 9 but 7 or 8 pulse lasers. That variant has -10% med pulse heat so does it better.
I did something similar with that mech, I did 2x ATM12's and 4x ERML and a Light Active Probe. Not quite as good on the heat management but still fun to play.
Hey boss, whats your opinion on targeting computers? When would it be a good time to use those or not (asking because I jam one on my Timberwolf Prime)
I had a very similar build but on a Mad Dog instead. It seemed to work better because of the lower profile of the mech Alternatively you can run with 4 ER mediums to be able to have more ammunitiion and/or use ATM 12's.
Love your videos, always entertaining and informative. Any tips on how to speed up drop rate when paring up with a friend or two? We really like the game but get sick of being stuck on the searching screen for 10mins + every time we try to drop as a group.
I got the exact 'Mech that cost me 9 million C-Bill within TRIAL BY FIRE Phase 2, I died more than kills... I'm here to watch your video and learn it from you! :)
my build is very similar... except i use 4 heavy meds and 1 erppc in the torso along with the 2x 9 ATM. It's got like an 82 alpha and doesn't run that hot, with some punch at range.
On the survival tree taking the two side armor hardening is strictly worse than taking skeletal density on the way down and taking the bottom three nodes.
Your mostly right for sheer HP. The left armor tree has the thought, that you can have a few more "armor hp", before your components can get crit. Which one is more effectiv in the actual round is up to rng. Mostly to how many mg's (and lb-x) are on the field. But also to the luck of your enemy with his crits.
If this game has proper load out slots I would have 5-6 timber builds by now similar for other Omani frames and 2-3 for standard mech. As is, swapping the gear manually is annoying as hell whenever you fancy a change.
It's unforgiveable to not give a ton to some MGs with a 1/2 ton of ammo for crit seeking and component destruction. That atm build needs plenty of facetime, so you might as well do ER meds and add an active probe and target comp to get the missile locks down bigtime.
I like taking double cool shots instead of more survivability quirks. That way you can use them to put out the burst and DPS when needed, but if you want constant DPS, those med pulse's aren't going to make enough of a difference. The probe and target comp will make a BIG difference for the star of the show: the ATMs.
"I have a slight problem here" - MoltenMetal, 2018 ..... Was that a crack against light Mechs? Just because we are Vertically Challenged doesn't mean we cant be chunky too! :)
I have recently decided to try the game again since it seems that the Devs have managed to iron out most of the peeks and vally's of the grind and your videos are super useful! Thanks for the tips, tricks and builds.
MoltenMetal Yes, a clan version of that mech. Someone suggested a Huntsman build, I wanted your feedback what you thought. I’ve had very good success with your Griffin build and wondered if you had a comparable Huntsman or other clan equivalent build.
Impressive play, you vertainly got the 1000 dmg for the event. But i am honestly disappointed with the ATMs, the min range should not exist. Yes, they did it for game balance reasons, but i dislike those changes from the lore. Gauss should have min range too, like the PPC, but it make sense to ignore that in a simulation. Not so with the ATMs, at least not to me.
Exactly my point. But in TT lore it has. Probably to balance it, they explain it with targeting issues or such. But the Gauss is merely a projectile accellerator, this applies to guns and cannons fundamentally as well. Stand in front of a cannon and tell me whether i can hit you because you are too close or not.
Minimum range on direct damage weapons doesn't make sense to me either. With LRMs it's about arming distance, but gauss and ppc? That just never made sense to me.
ATMs don't arc high enough for target decay to be of much use. If you don't have line-of-sight on the target, you're likely to just hit whatever he's moved behind.
Ah, PGI showcasing yet again that an anti-personal weapon with no armor-piercing capabilities can successfully kill an armored target. Good on you for not raging about that Piranha, I'dve thrown my keyboard at that assassination attempt.
"I'dve thrown my keyboard at that assassination attempt." Hum? We were talking about credibility? You started you sentence with bashing PGI and complaining about weapon system. You have no cred my dude. However, unlike you I will attempt to reason even in your face of your bias and ignorance. He was not off on his own, nearest mech was within 100m, and a bunch of them never moved to help. Only the light well over 500m away responded when MM instantly locked them, with that MDD backing them up 20+ sec after the lock. MWO is a team game, if you don't protect your team your more a burden than a boon.
He has a special sound pack. I downloaded it too. It's In his video description. It's really easy to do to. Just drag and drop a folder into your mwo game file. Directions are in his description
medium pulse is not really considered pinpoint. Pinpoint means all the damage to a single point which you can only accomplish with lasers if you have aimbot. Even getting all damage on a single component is generally hard and the best players fail to do it often.
Use the S shoulders with ATM 12s. ATMs + Jump Jets = match made in heaven. The only disadvantage is that you have very few places to store your ammo, but since you can now fire from positions outside of retaliation your armor goes a lot further.
Screaming incoherently is a strange way of calling for help. I'm surprised they came.
I've been playing around with lots of very similar builds, and think I've perfected it (at least, for my play style). 4 ERML's in the arms, 2 ATM 9's, and a heavy large laser in the torso. For the first couple days, I couldn't figure out why my timber wolf's side torsos were getting blown off constantly and within just seconds of combat. Then it hit me that its huge missile racks count as the side torsos (pretty obvious on hindsight) and so they made really easy targets. So I downgraded my ATM 9's to 6's, which makes the racks less than half the size. The slots and tonnage that freed up (smaller launchers and less ammo needed) let me mount the heavy laser which is a great weapon for finishing off cored 'mechs. Since that change, I've gone from averaging 200-500 damage per game to 500-800.
I know this comment is old, but I'm curious: don't you run into heat problems? Or do you only fire the HLL at cored mechs?
@@supatim101 Both. I try to reserve thr HLL for finishing blows, but often I end up using it anyway and having to withdraw from fights.
Sometimes i wish wish you could to punt those light mechs across the map.
yes heavies need an area defense weapon ,20 meter range? shut the lights off for 1 second
Phatpally they need to implement melee mechs like an Axeman
I'm a founder and back when the game started you could knock over lighter class mechs. A tactic then was to 'step' on light mechs. An Atlas kicking a Commando would send it flying like superman onto it's face. They removed it because it nerfed light mechs and brawlers too much
@@ianm6136 true, but them just perma running into a 100t mech with full speed just sucks.
@@Brainreaver79 Exactly. Not only a total immersion breaker
PGI really needs to put collisions back into the game. It would keep the little face huggers from doing that crap.
Ramming speed... LOL 2 years ago my lights were dying from collisions
You might like mine. 4x heavy mediums, 2x ATM-12s and 2 lmgs. It's pretty nasty if you keep stuff out of your minimum range which is easy enough. I try to keep my fights at around 180 meters.
This is my Timby build but with two light machine guns instead of the mplse in the torso. It's always served me well. Love how it has the old school classic symmetry!
There really isn't anything you can't do with good ol' Timby.
My current favorite timberwolf build is 4xMPL, 3xSRM6A and 3xMG - since its brawl, you`ll be mostly in the face of enemies so i rather go with more crit potential with regular MGs than HMGs
HMG's do the most crit damage followed by regular MG.
Light MG has the highest multiplier but that's a multiplier of base damage which is much lower.
The Timber Wolf is the mech that one does not ask what it can do, but what it cannot do.
Ah, the good old ATM Timby. Probably my first really successful build. Good times.
Like it! Seems like a very balanced build.
I'd never used my sale Timber until they did this event, but I finished in 2 matched...(technically 1.2 ;P )...crazy.
Went with something...sorta similar. 2xATM 12s with...ahem...LOTS of ammo, and some backup ER Smalls (tried with heavy smalls and small micro pulse too, but liked the tradeoff of a little more range with the ERs) Definitely all about the ATMs in that type of build, but first match in an unskilled mech pulled about 800, so it's crazy what ATMs can do with good positioning and support (and minimal enemy AMS). =P
But, I like the versatility of your build with the medpulse. Whereas I was using the ATMs as THE weapon in my build, you're always relevant...always dangerous. And I love my 5 x medpulse Cicada 2B, so your build is like one of those strapped with ATMs - and lower arm actuators. =D
I just figured as long as I had something to cover the min range gap, 120m was still fairly easy to maintain in most situations, and I wanted more ammo to feel more free to fire beyond optimal 3-damage range. But...I'll have to give this a try. Thanks for the matches!
I actually ran a variation of this one that you inspired for the Timber Wolf S. ATMs, HML and slight hopping capability for maneuverability. Works really well for my poor skill set.
Funny! I just made a similar build last week. One difference: I traded the Med pulse for ERMed so I could have jump jets. I like to pop-tart with ATMs.
For me ATMS and MedPulses are working totally great. Nice build, will test it out today, thanks for that. Keep our doses comming :)
ATMs are really satisfying here.
I run 2 HL lasers and an ac10. It's a good missile platform, but I found those shoulder pods getting popped very quickly.
Been using similar build on another timber variant, it has one missile slot and more energy so I have 1 ATM 9 but 7 or 8 pulse lasers. That variant has -10% med pulse heat so does it better.
You had a legit battle bro in that first game. That was nice to see.
I did something similar with that mech, I did 2x ATM12's and 4x ERML and a Light Active Probe. Not quite as good on the heat management but still fun to play.
Made this very same build last week. Plays great!
Hey boss, whats your opinion on targeting computers? When would it be a good time to use those or not (asking because I jam one on my Timberwolf Prime)
It is always good to see a Timber Wolf
How did you change your weapon sounds? I like that much better than the default sounds.
soundmod
I had a very similar build but on a Mad Dog instead. It seemed to work better because of the lower profile of the mech
Alternatively you can run with 4 ER mediums to be able to have more ammunitiion and/or use ATM 12's.
Love your videos, always entertaining and informative. Any tips on how to speed up drop rate when paring up with a friend or two? We really like the game but get sick of being stuck on the searching screen for 10mins + every time we try to drop as a group.
Man this build is fun to play. Another i got my hands on was a nova cat c with 3xuac5 and 3xhml.
No rubber bands, first time seeing that!
I did the same thing with 4 med pulse and 2 atm 12's. Carries just enough ammo for a QP match.
Dual Light Gauss Shadowhawk with all the JJs is super (slow but) fun! You should give it a shot!
I use a ATM6 and 3 to pull them into the 4Mpls and 2LMGs and ERSml. But I like LMgs and don't like increasing my profile too much :)
I got the exact 'Mech that cost me 9 million C-Bill within TRIAL BY FIRE Phase 2, I died more than kills... I'm here to watch your video and learn it from you! :)
The timby I don’t own because of that center hardpoint xD
Try it with ATM 12s and 4x HML with a C-Light Tag :)
Thats exactly what I was about to say!!!
What kind of monster takes a HBK-4G and puts 3 machine guns in the hump!
my build is very similar... except i use 4 heavy meds and 1 erppc in the torso along with the 2x 9 ATM. It's got like an 82 alpha and doesn't run that hot, with some punch at range.
I run this build on my TBR-Prime and it's awesome!
On the survival tree taking the two side armor hardening is strictly worse than taking skeletal density on the way down and taking the bottom three nodes.
Your mostly right for sheer HP.
The left armor tree has the thought, that you can have a few more "armor hp", before your components can get crit. Which one is more effectiv in the actual round is up to rng. Mostly to how many mg's (and lb-x) are on the field. But also to the luck of your enemy with his crits.
If this game has proper load out slots I would have 5-6 timber builds by now similar for other Omani frames and 2-3 for standard mech. As is, swapping the gear manually is annoying as hell whenever you fancy a change.
Do you have different sound effects loaded?
4 heavy medium lasers, twin ATM9s, and a large pulse lasers is my build.
Such a good build I made one like it, just I used HML. But I might change it to MPL
It's unforgiveable to not give a ton to some MGs with a 1/2 ton of ammo for crit seeking and component destruction. That atm build needs plenty of facetime, so you might as well do ER meds and add an active probe and target comp to get the missile locks down bigtime.
MPL has much less heat generation than ERML's though. So the heat buildup is much less this way.
I like taking double cool shots instead of more survivability quirks. That way you can use them to put out the burst and DPS when needed, but if you want constant DPS, those med pulse's aren't going to make enough of a difference. The probe and target comp will make a BIG difference for the star of the show: the ATMs.
That machine gun Hunchback. not entirely sure how to feel about that lol.
this is what im going to play later in the day
newb question here... why do you start with light leg damage in so many of your battles?
probably bumping into other mechs or rocks. after a certain speed you can take slight damage that way
baradul you need to do a stormcrow with two atm9 and one atm3 with four er smalls and a light tag max speed tweak and it just prints money
"I have a slight problem here" - MoltenMetal, 2018 ..... Was that a crack against light Mechs? Just because we are Vertically Challenged doesn't mean we cant be chunky too! :)
Uhhhhm......noo???? :3
I have recently decided to try the game again since it seems that the Devs have managed to iron out most of the peeks and vally's of the grind and your videos are super useful! Thanks for the tips, tricks and builds.
You and I use the same paint scheme on the same model, Except I've got black on the outside.
I couldn't get this to work during the event, I even tried running an LBX5, LMG's, LRM's.. just got wrecked every time
I've been enjoying MDD-Prime w/ 4 MPLs & 2 ATM9, and the quirks are a good fit. Any1 else?
4:06 DAMN
Any thoughts of a clan equivalent of a Loyalty Griffin with MRMs, machine guns, and Lasers?
You mean THIS? th-cam.com/video/qKPXkJNvna0/w-d-xo.html
MoltenMetal Yes, a clan version of that mech. Someone suggested a Huntsman build, I wanted your feedback what you thought. I’ve had very good success with your Griffin build and wondered if you had a comparable Huntsman or other clan equivalent build.
Thanks for the vid sir.👍🏼👍🏼
I bought this mech just now now I need to put the right guns on it
Impressive play, you vertainly got the 1000 dmg for the event.
But i am honestly disappointed with the ATMs, the min range should not exist.
Yes, they did it for game balance reasons, but i dislike those changes from the lore.
Gauss should have min range too, like the PPC, but it make sense to ignore that in a simulation. Not so with the ATMs, at least not to me.
Why would a solid metal slug hyperaccelerated by magnets need a minimum range?
Exactly my point. But in TT lore it has.
Probably to balance it, they explain it with targeting issues or such.
But the Gauss is merely a projectile accellerator, this applies to guns and cannons fundamentally as well.
Stand in front of a cannon and tell me whether i can hit you because you are too close or not.
Minimum range on direct damage weapons doesn't make sense to me either. With LRMs it's about arming distance, but gauss and ppc? That just never made sense to me.
PPC have a min because the dense ionized energy can damage the mech's system if fired too close.
At least, that's the in-lore explanation for it.
Then just firing PPCs at all should be messing up the firing mech.
how much to buy it outright USD
Why not target decay?
Kirill Shoskin because it's useless, he's not meant to sit back, it's a semi brawler so he will get his own locks
ATMs don't arc high enough for target decay to be of much use. If you don't have line-of-sight on the target, you're likely to just hit whatever he's moved behind.
Ah, PGI showcasing yet again that an anti-personal weapon with no armor-piercing capabilities can successfully kill an armored target.
Good on you for not raging about that Piranha, I'dve thrown my keyboard at that assassination attempt.
I'm very much pleased how PGI has made them viable, instead of a waist of space they used to be.
Also MM had done that assimilation attack themselves, so it's far cop. They prob got inspiration from his own video.
The only thing out of place was his team...
No idea why they failed to help.
Was gon a make a reasoned reply but you blamed his team for him being off alone - all credibility lost.
"I'dve thrown my keyboard at that assassination attempt."
Hum? We were talking about credibility? You started you sentence with bashing PGI and complaining about weapon system. You have no cred my dude.
However, unlike you I will attempt to reason even in your face of your bias and ignorance.
He was not off on his own, nearest mech was within 100m, and a bunch of them never moved to help. Only the light well over 500m away responded when MM instantly locked them, with that MDD backing them up 20+ sec after the lock. MWO is a team game, if you don't protect your team your more a burden than a boon.
i love the timberwolf, but i HATE those arms
how come his sounds sound different
He has a special sound pack. I downloaded it too. It's In his video description. It's really easy to do to. Just drag and drop a folder into your mwo game file. Directions are in his description
why do your lasers sound different? My lasers still play the original sound.
medium pulse is not really considered pinpoint. Pinpoint means all the damage to a single point which you can only accomplish with lasers if you have aimbot. Even getting all damage on a single component is generally hard and the best players fail to do it often.
Given how little twisting and movement most players do, focusing a component usually isn't that difficult.
With low mouse DPI it is very easy to track targets and focus a specific point on a mech even when moving. No aimbot needed.
I love timberwolf
Anyone else irritated that the ATM 9 has 10 missile tubes?
I play the same build but with 4 mpl and 2 lmg
umm i play the steam version and it says something about a server maintenance i play this in germany .
you probably need to run an update. I have nothing going on right now. I also play on steam
MoltenMetal how do I do that
Why not play the PartyBack again?
What is the pattern?
This is the Crusader pattern.
Hey
this build has no real punch
please push g7 not g8 - 90% of the games..